You can't add mods to Spacedock until the new KSP version is supported by that website. Spacedock has only just added 1.4
[x] Science! and TAC Fuel Balancer are now on Spacedock and CKAN.
Are you saying that you can get splashed science at Mountain and Highlands again?
Where? Do tell.

I was having editor problems with this forum. I was having to refresh my browser like crazy before the editor would work. Now I'm waiting for spacedock to allow me to upload a KSP 1.4.0 mod. Then it'll be on spacedock and CKAN.

People are telling me about issues with ScienceUtil.GetExperimentBiome() and a new update to Kopernicus.
ScienceUtil.GetExperimentBiome() is used to find which biome the current ship is in and something may be causing problems with [x] Science! and also Contract Configurator.
If you do get an empty [x] Science! window let me know. You could try rolling back recent Kopernicus updates and see if it helps. I've asked Thomas P if there is anything I can do.

Hi Thomas,
I have people complaining that [x] Science! is failing. It seems to be KSP's function ScienceUtil.GetExperimentBiome() that is bombing with "IndexOutOfRangeException: Array index is out of range." However Kopernicus does seem to be a common factor. Actually I have yet to reproduce the issue but I only use Kopernicus for Asclepius. It does only seem to be bothering people with a massive number of mods.
It seems to be effecting Contract Configurator too.
Check out https://github.com/thewebbooth/KSP-X-Science/issues/22
One guy has uploaded a log file.
PM me if I can help in any way or if I need to change [x] Science! at all.
z

I am releasing 5.10 so I can concentrate on Protractor.
Only change is that I am only popping the UI if experiments are runnable, as requested once or twice in carefully considered debate here and on GitHub.
I am excluding all Kerbal experiments from this check. They always screen pop. Otherwise you would never get notified of an EVA report. Given that EVA reports and crew reports transmit well and can be stored easily I don't think this is a problem. Soil samples maybe but hey - you're landed right?
So I'm prepared to accept feedback on this but I'm considering the issue resolved at the moment. Generally the mantra is "do what Science Alert did" but that was ages ago and I can't really remember any more.

Try editing science.cfg. You will probably need to add a text filter, so edit this section.
TextFilters
{
// --- Text Filters - Stock System-----------------
// In the stock system these combinations are not possible
TEXT_FILTER = Kerbin Splashed Mountains|Highlands
// [x] Science! is assuming this is in Shores not Grasslands
// probly need a special case in code, banning it for now.
TEXT_FILTER = Baikerbanur
}
You can add any text to this section as a filter. The idea is that if you can type it into the filter in the main science window then you can add it here. Write a filter like
TEXT_FILTER = PlanetName|PlanetNameToo Splashed
That should do the trick
If you get it to work, let me know and I'll add it to the next release.

Because I was fed up with my rebuilds of Protractor festering at the bottom of someone else's thread and decided that I wanted to do something with them. It's kinda hard when someone just disappears 'cos it feels kinda rude to just yank the rug out from under them, even if they are not actually around to notice. Anyway, I was always a bit dubious about taking this one over given the complicated nature of the calculations, so I just kinda let it fester for the past 3 versions.
A week ago I got around to prevent the log spamming when you are on a flyby and I was going to package it up in case any one was actually going to notice the release and I thought I'd try and actually modernise this junk. Anyway I was hoping to release a proper rewrite before I went on holiday but it looks like I won't manage it. I thought I could give my rebuilds an airing and see if anyone is interested.
"HebaruSan and DStaal like this"
Is that so? Actually HebaruSan, I was planning on pestering you somewhen but I'm still in the depths of UI code at the moment.
I have tried Astrogator and decided that if it is going to make maneuver nodes for me I may as well use MechJeb. I quite like Protractor's approach line and the Track Dv readout. If I can get Protractor to work without a current vessel (KSC screen and Tracking Station) then I'll be happy. As it is I never just go with Protractor's timer - I do always make a node but some how it just feels less like cheating if I make my own node. On the other hand Astrogator works on the KSC screen which I consider a God send.
Crazy or not I thought I'd try and bring Protractor back from the brink

Protractor Protracted
There are beings in the universe billions of years older than us. Once, long ago, they walked among the stars like giants...vast and timeless. They did it like this...
Rewrite Progress
Still to do
Downloads
I recompiled some versions of Protractor Continued, they are on my downloads page.
http://themoose.co.uk/ksp/downloads.html
The latest version for KSP1.3 is Protractor V2.11
These releases are mostly rebuilds of Addle's code with minimal changes, but please don't pester him about any bugs you may find.
License, Etc
All code released under GNU GPL license 3.
KSP-AVC Support - "This mod includes version checking using MiniAVC. If you opt-in, it will use the Internet to check whether there is a new version available. Data is only read from the Internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin."
Authors
Protractor is by mrenigma03, Protractor Continued by Addle.
Source Code
https://github.com/thewebbooth/protractor

I found this and fixed it...
* Bug fix - Checklist window didn't open on KSC screen after loading saved game.
Calling GameSceneSwitch event after mod becomes "_active=true" to enforce visibility
Not sure when that turned up. Maybe it was a 1.3.0 thing, maybe it never worked and I only just noticed.
I have also turned off a load of logging. Anyone using DMagic should have a smaller logfile now. I left that stuff in because DMagic support was new but I guess it's stable now.
I'll give it another test and then release V5.9 in the next day or two. Code is on GitHub already if you are feeling brave.